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deleted107656793

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deleted107656793

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28 comments

  1. SupremeMayflower
    SupremeMayflower
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    Does this work with TTW 3.4?
  2. Slapf1sh
    Slapf1sh
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    would you ever consider making a colonel autumn companion mod just for new vegas? I cant run TTW on my computer but i would still love to drag that southern depressed man around the mojave :3
    1. deleted107656793
      deleted107656793
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      Hi I would love to do that, the only thing is, I tried to look for a solution, but I have no idea how to transfer the NPC's face appearance over to another NPC in a different mod file. The outfit yes but the NPC's face no.

      Copying the face in GECK and pasting it in the separate esp file results in an error and a crash.

      I also do not have the time to go through each individual face part and match the values so that's already out of the question. LOL.

      If you have a suggestion possibly, then I'm all ears.
    2. Slapf1sh
      Slapf1sh
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      I have 0 experience coding sadly but maybe this thread could help? Apologies for being little help haha https://forums.nexusmods.com/topic/1461210-anyway-to-copy-appearance/
    3. deleted107656793
      deleted107656793
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      Thanks. I'll let you know if I was successful.
    4. deleted107656793
      deleted107656793
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      Hi. I have added a NV version to files.
    5. Slapf1sh
      Slapf1sh
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      OH MY GOODNESS THANK YOU SO MUCH!! THIS IS GENUINELY AMAZING THANK YOUUUUUUUUU RAHHHHHH
  3. l3ossTweed
    l3ossTweed
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    For anyone having trouble with the pale face glitch, go into the INI, and change bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1.
  4. dontloseyourhead
    dontloseyourhead
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    I love that you're adding these companions, so far I've tried out Sarah, Syndey, and this one, and they all work great. This is a nitpick, but is there any way the CCC icons could fit more in the style of the ones from the og mod? The ones included with these mods don't really mesh well. Fantastic work, again.
  5. organizationxiii
    organizationxiii
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    scribe vallincourt from Broken Steel would be a cool companion for TTW
  6. AnarchoNixonite
    AnarchoNixonite
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    Great addition to my Enclave playthrough. Does the version where he'll be there regardless of whether you spare him still only be hireable once the Project Purity questline is over for Fallout 3, or will he just be immediately spawned in? I'm asking because for some characters, like that Enclave one, I just play pretending the main quest of Fallout 3 doesn't exist. Thanks for the work!
    1. deleted107656793
      deleted107656793
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      The prerequisite quest must be completed. 

      If you want him to spawn immediately, you will need to remove the xfollowerspawnscript and quest and remove the getquestcompleted condition in the folower quest in the GECK.
  7. elliotelliotelliot
    elliotelliotelliot
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    Awesome! Can't wait to adopt him as a surrogate father figure / stray dog for my lw after blowing up his house, life, and dreams. Where can he be found after project purity if he's spared?
    1. deleted107656793
      deleted107656793
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      Sorry just realised I never put his location in the description. Rivet City Marketplace. 
    2. elliotelliotelliot
      elliotelliotelliot
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      Thanks! And thanks for sharing the mod 😁
  8. brazilianfighter2000
    brazilianfighter2000
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    Oh nice Mod, this will be a great work you done well my friend, specially making this Enclave member work for you now lmao 

    - DovakinParaense 
    1. deleted107656793
      deleted107656793
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      Thanks!
  9. TheAwesomeTRex
    TheAwesomeTRex
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    Hello, I realize it might be in poor taste to ask what I'm about ask. But seeing as your seem to be on a roll creating these TTW companions, might I ask If you've ever seen this one:
    https://www.nexusmods.com/newvegas/mods/63468

    This is originally an Fo3 mod, but somebody ported it to TTW.
    I remember liking it quite a bit in Fo3 with the character herself being a riot!
    The thing is it wasn't a very stable mod to begin with, the original had problems like random bugs and my greatest gripe was the broken home relocation feature, making her hilariously return to the cage she was rescued from when dismissed, and the port was slightly worse in that regard as I remember.

    This would make a great candidate for a remake or at the very least a patch to make it actually work properly.
    1. deleted107656793
      deleted107656793
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      Hey, is this just a companion mod or are there quests and stuff in it as well?
    2. TheAwesomeTRex
      TheAwesomeTRex
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      As far as I remember the only apparent quest there is basically a unmarked quest to get her to relocate to your desired location, it is done in an immersive way but sadly as I mentioned, it is borked. I've never seen it work.
      Only when I directly edited her esp could I change her home location.
    3. deleted107656793
      deleted107656793
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      Okay. I am curious myself about the mod, so, I'll look at it but I can't make any promises.
      Also, I see there are a few options here for additional features like setting the companion to essential and home and stuff. I typically use JIP Companions Command for this and it works well. So, if I do make the mod, I'll probably remove some of those lines to fit with my follower template. But I'll see what can be salvaged.
    4. TheAwesomeTRex
      TheAwesomeTRex
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      Doesn't JIP just tell them to go wait at the location instead of actually dismissing them?
    5. deleted107656793
      deleted107656793
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      No you can set the home marker with JIP then dismiss then as normal. 
  10. skyrim211
    skyrim211
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    would you be able to make your companion's to be dismissed Springvale Garage mod please
    1. deleted107656793
      deleted107656793
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      Hey. I have no plans to intergrate my mods with other mods.

      I recomend you use JIP companions and change their home to that location using the mod. Refer to the requirements for the link.
    2. skyrim211
      skyrim211
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      ok